Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

Another problem with cultures. This is an African Culture city I have recently conquered. My native cultures C.L. Middle Eastern and C.L. Neanderthal need to be built separately. They cost 200 hammers (and this fits to their position in the building list) but it takes 201 turns (!) to build them. Although my city produces 102 hammers each turn.View attachment 550040
Hmm, perhaps the production modifier from having multiple of them reduce the amount of hammers that can be put into it per turn (as far as 0 hammers per turn perhaps!) rather than make the building more expensive, I'll definitely look further into that aspect.
Could you provide a save please?
M.Eastern (I'm Israel, duh) and Neanderthal (somehow WAS able to build it, in Mecca).
You sure they built it, and that they didn't conquer the city by the name mecca? Pretty sure neanderthal city names don't include arabic cities, so it's very unlikely that the neanderthal city randomly spawned with that name.
Also, this MIGHT be related to Neanderthals having S.America in their description - making it inherently buggy to begin with.
Sounds like you are playing a scenario with a faulty setup, is it one of those included on the SVN?
 
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Here is the save. And another thing occured to me, also visible in this save:

Why can't I promote my workers to Work Mules? I have researched Plough, I have Donkeys available and I have build Animal Trainer (Mule). Still the upgrade to Work Mules doesn't appear.

Edit: Seems this is an issue with all the Animal Workers. Also can't uprade to Llama Worker, only to Dog Worker. The Work Mule and the Llama Worker can be build it the city though, only the upgrade does not work.

Everything concerning these 2 points in the attached save happens in city "A13".

mule.jpg
 

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Hmm, perhaps the production modifier from having multiple of them reduce the amount of hammers that can be put into it per turn (as far as 0 hammers per turn perhaps!) rather than make the building more expensive, I'll definitely look further into that aspect.
Could you provide a save please?
You sure they built it, and that they didn't conquer the city by the name mecca? Pretty sure neanderthal city names don't include arabic cities, so it's very unlikely that the neanderthal city randomly spawned with that name.
No, *I* built Neanderthal Culture myself (just told you the city in which I did it).
I just checked foreign cities - and they have the correct C.N.s and C.Ac.s.
But none of the cities that flipped, do.
It MIGHT be a feature (which is then extremely annoying AND hardly immersive) - but I want you to CONFIRM it actually being so.
Also, Neanderthals are definitely buggy.
C.L. Neanderthal in Pedia states that it gives SOUTH AMERICAN to Settlers - and THAT is probably what causes all these dumb bugs.
I'm too lazy to start another game to see whether playing WITHOUT Neanderthal Culture would change anything.
But in my previous game (several SVNs ago) it was quite similarly buggy, though I do remember getting SOME foreign culture.
Sadly, it's save-broken, so I can't check it now.
Anyways, please, check EVERYTHING about the cultures - there ARE some undeniable bugs in there.
Thanks.
 
No, *I* built Neanderthal Culture myself (just told you the city in which I did it).
I just checked foreign cities - and they have the correct C.N.s and C.Ac.s.
But none of the cities that flipped, do.
It MIGHT be a feature (which is then extremely annoying AND hardly immersive) - but I want you to CONFIRM it actually being so.
Also, Neanderthals are definitely buggy.
C.L. Neanderthal in Pedia states that it gives SOUTH AMERICAN to Settlers - and THAT is probably what causes all these dumb bugs.
I'm too lazy to start another game to see whether playing WITHOUT Neanderthal Culture would change anything.
But in my previous game (several SVNs ago) it was quite similarly buggy, though I do remember getting SOME foreign culture.
Sadly, it's save-broken, so I can't check it now.
Anyways, please, check EVERYTHING about the cultures - there ARE some undeniable bugs in there.
Thanks.
Sounds like general issue with free buildings.

For testing someone should setup NW, that gives free building that has -1 cost.
1. Build that wonder, then make new city and check if free building is in that city.
2. Build wonder, then conquer city - barbarian or player and see if free building appeared in those cities.

Build wonder and then build/conquer city in same turn.

DH reported problems with free buildings before.
 
Sounds like general issue with free buildings.

For testing someone should setup NW, that gives free building that has -1 cost.
1. Build that wonder, then make new city and check if free building is in that city.
2. Build wonder, then conquer city - barbarian or player and see if free building appeared in those cities.

Not a general problem with free buildings!
I have built Cahokia Mounds which gives free Sage. I see the Sage in newly built cities and also in the city conquered after Cahokia Mounds were built.
I can also confirm that the hover text for C.L. Neanderthal says that it gives "South American".

CL_Neanderthal.jpg
 
Not a general problem with free buildings!
I have built Cahokia Mounds which gives free Sage. I see the Sage in newly built cities and also in the city conquered after Cahokia Mounds were built.
I can also confirm that the hover text for C.L. Neanderthal says that it gives "South American".

View attachment 550045
Code:
        <PromotionInfo>
            <Type>PROMOTION_CULTURE_NEANDERTHAL</Type>
            <Description>TXT_KEY_PROMOTION_CULTURE_SOUTH_AMERICAN</Description>
            <TechPrereq>TECH_DUMMY</TechPrereq>
            <UnitCombats>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_SETTLER</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
            </UnitCombats>
            <Button>art/Embassy/art/neanderthalembassy.dds</Button>
        </PromotionInfo>

Text mistake
 
I cobbled free building test save with enemy player city, settlers ready to build new city and barbarian city. I also created NW and its free building.

Had to turn on no city razing lol.

Culture Adopted may require more Local Cultures too, as you get more of Culture Adopted.
Free Building test was successful.
 

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I can also confirm that the hover text for C.L. Neanderthal says that it gives "South American".
It gave the correct promotion, though the promotion had an incorrect name, so purely a text issue.
The newly conquered city that should have African Culture has not.
Could be that it burned down before the city flipped from culture. Tribes that one get from goody huts won't settle cities with any local culture too.
Many reasons why a city might not have it.
 
It gave the correct promotion, though the promotion had an incorrect name, so purely a text issue.
I fixed this dumb text mistake, pushed stuff to release :p
Looks like translator could messed up something too.

I spawned North American civ, some units to conquer their three cities.
I conquered three cities and I failed to conquer their continental culture three times lol.

Spoiler :

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Civ4BeyondSword 2020-03-26 20-18-43-16.png



I created 10 Aborigine cities (Oceanian culture)
And failed to conquer it 10 times.
 

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@Toffer90 are you sure are those correct?
Code:
<BuildingInfo>
            <Type>BUILDING_CULTURE_ACTIVE_AFRICAN</Type>
            <Description>TXT_KEY_BUILDING_CULTURE_ACTIVE_AFRICAN</Description>
            <Civilopedia>TXT_KEY_BUILDING_CULTURE_ACTIVE_PEDIA</Civilopedia>
            <Help>TXT_KEY_BUILDING_CULTURE_ACTIVE</Help>
            <ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <bNeverCapture>1</bNeverCapture>
            <bNukeImmune>1</bNukeImmune>
        </BuildingInfo>
This means you can never conquer Culture Active. Its given for free by Culture Adopted.

       <BuildingInfo>
           <Type>BUILDING_CULTURE_NATIVE_AFRICAN</Type>
           <Description>TXT_KEY_BUILDING_CULTURE_NATIVE_AFRICAN</Description>
           <Civilopedia>TXT_KEY_BUILDING_CULTURE_NATIVE_PEDIA</Civilopedia>
           <Help>TXT_KEY_BUILDING_CULTURE_NATIVE</Help>
           <ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
           <MapCategoryTypes>
               <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
           </MapCategoryTypes>
           <iCost>-1</iCost>
           <bNeverCapture>1</bNeverCapture>
           <bNukeImmune>1</bNukeImmune>
           <FreeBuilding>BUILDING_CULTURE_ACTIVE_AFRICAN</FreeBuilding>
       </BuildingInfo>
Culture Native - its a free building for civ just like Palace is civs free building.
Can't be conquered.

       <BuildingInfo>
           <Type>BUILDING_CULTURE_ADOPTED_AFRICAN</Type>
           <bNoLimit>1</bNoLimit>
           <Description>TXT_KEY_BUILDING_CULTURE_ADOPTED_AFRICAN</Description>
           <Civilopedia>TXT_KEY_BUILDING_CULTURE_ADOPTED_PEDIA</Civilopedia>
           <Help>TXT_KEY_BUILDING_CULTURE_ADOPTED</Help>
           <ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
           <MapCategoryTypes>
               <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
           </MapCategoryTypes>
           <PrereqInCityBuildings>
               <BuildingType>BUILDING_PALACE</BuildingType>
           </PrereqInCityBuildings>
           <PrereqAmountBuildings>
               <PrereqBuilding>
                   <BuildingType>BUILDING_CULTURE_LOCAL_AFRICAN</BuildingType>
                   <iNumBuildingNeeded>3</iNumBuildingNeeded>
               </PrereqBuilding>
           </PrereqAmountBuildings>
           <PrereqNotBuildings>
               <PrereqNotBuilding>
                   <BuildingMustNotHave>BUILDING_CULTURE_NATIVE_AFRICAN</BuildingMustNotHave>
                   <bPrereqNot>1</bPrereqNot>
               </PrereqNotBuilding>
           </PrereqNotBuildings>
           <FreeBuilding>BUILDING_CULTURE_ACTIVE_AFRICAN</FreeBuilding>
           <iCost>-1</iCost>
           <bAutoBuild>1</bAutoBuild>
           <bNeverCapture>1</bNeverCapture>
           <bNukeImmune>1</bNukeImmune>
           <iMaxPlayerInstances>1</iMaxPlayerInstances>
       </BuildingInfo>
Culture Adopted is National Wonder, that can exist in capital only.
Needs 3 Culture Local, can't exist in city with Culture Native of same type.
It can't be captured.

<BuildingInfo>
           <Type>BUILDING_CULTURE_LOCAL_AFRICAN</Type>
           <Description>TXT_KEY_BUILDING_CULTURE_LOCAL_AFRICAN</Description>
           <Civilopedia>TXT_KEY_BUILDING_CULTURE_LOCAL_PEDIA</Civilopedia>
           <Help>TXT_KEY_BUILDING_CULTURE_LOCAL</Help>
           <ArtDefineTag>ART_DEF_BUILDING_CULTURE_AFRICAN</ArtDefineTag>
           <MapCategoryTypes>
               <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
           </MapCategoryTypes>
           <PrereqInCityBuildings>
               <BuildingType>BUILDING_CULTURE_ACTIVE_AFRICAN</BuildingType>
           </PrereqInCityBuildings>
           <iCost>50</iCost>
           <CommerceChanges>
               <iCommerce>0</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>1</iCommerce>
           </CommerceChanges>
           <GlobalBuildingProductionModifiers>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_AFRICAN</BuildingType>
                   <iProductionModifier>-5</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_ASIAN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_EUROPEAN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_MIDDLE_EASTERN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_NEANDERTHAL</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_NORTH_AMERICAN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_OCEANIAN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
               <BuildingProductionModifier>
                   <BuildingType>BUILDING_CULTURE_LOCAL_SOUTH_AMERICAN</BuildingType>
                   <iProductionModifier>-10</iProductionModifier>
               </BuildingProductionModifier>
           </GlobalBuildingProductionModifiers>
           <FreePromoTypes>
               <FreePromoType>
                   <PromotionType>PROMOTION_CULTURE_AFRICAN</PromotionType>
                   <FreePromotionCondition>
                       <Has>
                           <GOMType>GOM_UNITCOMBAT</GOMType>
                           <ID>UNITCOMBAT_SETTLER</ID>
                       </Has>
                   </FreePromotionCondition>
               </FreePromoType>
           </FreePromoTypes>
           <bNukeImmune>1</bNukeImmune>
           <iConquestProb>70</iConquestProb>
       </BuildingInfo>
Culture Local. Can be conquered.
This means you can get other continental culture, if civ built 3 Culture Local of same type, this means conquering even 6 cities WITH Culture Local in them if unlucky.
Maybe they should be cheaper and have big AI weight, so AI actually builds them?

That is you HAVE to leave civs alone if you want to conquer their continental cultures.
Culture Native/Active/Adopted are always destroyed.

This leaves Culture Local buildings - they are 10x more expensive than Alpha Male (when building first one) for example.
30% of them will be destroyed when conquered.

So they could be 10x cheaper, contain AI weight, and have 2x or 5x smaller BuildingProductionModifier

As for workers:
Worker -> Dog Worker -> Mammoth Worker -> Industrial Worker according to pedia.
Looks like Worker/Dog Worker can't upgrade to other workers.
Someone broke Worker upgrades.
Apparently Dog Worker always was unlocked at Plough, and then dog worker could upgrade to other animal workers at plough too.
Also it seems like upgrade overrides in modules are broken.
 
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That is you HAVE to leave civs alone if you want to conquer their continental cultures.
Culture Native/Active/Adopted are always destroyed.

This leaves Culture Local buildings - they are 10x more expensive than Alpha Male (when building first one) for example.
30% of them will be destroyed when conquered.

So they could be 10x cheaper, contain AI weight, and have 2x or 5x smaller BuildingProductionModifier.
I see, so if I want to play a NORMAL game culture-wise, I'll need to wipe out those dumb dependencies myself.
Specifically - removing Active's self-destruction on conquest.
That way, ANY city will share its Active on conquest.
And Locals can do whatever they want, lol.
Oh, wait, it WOULD work fine.
You capture Active in ANY city.
It then lets you build Local IN THAT CITY by yourself.
And when you get THREE Locals this way - you automatically also get Adopted.
Which THEN lets you build Locals ANYWHERE.
Oooh, and you can even get Native as well - just need to edit it to be given by Adopted IN YOUR CAPITAL!
Heck, I LIKE IT!

EDIT:
Here's how *I'm* going to play it for now, lol.
 

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I just tried downloading the latest svn version through git and got a face full of python and xml errors upon loading. Is there something I should be doing between unzipping and putting into the mod folder that I missed, or is that version more for the mod team, and I should just stick to downloading thru tortoiseSVN?
edit- I went ahead and downloaded it on tortoise but the question stands for curiousity's sake
 
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@Toffer90 are you sure are those correct?
That is you HAVE to leave civs alone if you want to conquer their continental cultures.
Culture Native/Active/Adopted are always destroyed.

This leaves Culture Local buildings - they are 10x more expensive than Alpha Male (when building first one) for example.
30% of them will be destroyed when conquered.

So they could be 10x cheaper, contain AI weight, and have 2x or 5x smaller BuildingProductionModifier
There may be a bug, there, I haven't had time to test city conquest with it at all since I implemented it. It worked well in MToS though which this implementation was based on.
I think that if I fix the culture not burning down, and fix the math for the production modifier stacking; then it shouldn't even need iAIweight=1; the AI values buildings simply for the fact that they are prereqs for other things, and it does have culture commerce..

Yeah, when I have time I will be making some tweaks to fine adjust things a bit more.
 
svn 11133
Ehem, let me introduce you to sudden city capture! No army nearby, enemy forces on the same tile, no bonuse science from capturing city aaand it is repeatable bug! (Also extra culevrin in package)
Screenshot_1.png
ad-465 city bug save, ad-457 previous auto-save
 

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I just tried downloading the latest svn version through git and got a face full of python and xml errors upon loading. Is there something I should be doing between unzipping and putting into the mod folder that I missed, or is that version more for the mod team, and I should just stick to downloading thru tortoiseSVN?
edit- I went ahead and downloaded it on tortoise but the question stands for curiousity's sake
Use SVNTortoise.
Never override old version of mod with new one.
Also most of modmods are broken too.
 
Not a bug, a feature. You captured by culture, this function is in for ages, if I remember correctly this is even a vanilla feature.
Check screen, not even close to culture conquest, none my culture nearby
My color on map red, and if it is culture conquest it should be close to my borders.
EDIT: autosave right before that 99% siam (ai, not me) culture nearby that city, and not shown in city itselft (i guess 100% siam). Not to mention free unit u get, to defend new culture conqured city usually is something like archer or atlalist, etc... and here i got siege culevrin.
 
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